uniform mat4	rm_MVMatrix;

attribute vec4 rm_Vertex;
attribute vec2 rm_TexCoord;
attribute vec4 rm_Color;

varying vec2  vTexCoord;
//varying vec4  vColor;

void main(void)
{
   // Align quad with the screen
   gl_Position = rm_MVMatrix * rm_Vertex;
   
   // Output TexCoord0 directly
   vTexCoord = vec2(rm_TexCoord.x, (1.0 - rm_TexCoord.y));
   //vColor = rm_Color;
}